This is only available on platforms where the Metal rendering
driver is used.
MetalFX can perform better than FSR1/FSR2 and look more stable,
but it goes for a softer look which can give it a lower perceived
resolution.
Co-authored-by: Aaron Franke <arnfranke@yahoo.com>
- Fix lights being overly strong due to an excessive range,
which led to clustering artifacts.
- Make VoxelGI and SDFGI brighter to make the scene more readable.
- Tweak spotlight colors to better match their emitter material.
- Make the core light orange-red to make it look more "unique" in the scene.
- Add window mode, V-Sync and FPS limit options.
- Add resolution scale and scale filter options (bilinear, FSR1, FSR2).
The default is to use FSR2 at native resolution to provide high-quality
temporal antialiasing.
- Add volumetric fog (enabled by default), used as a volumetric lighting
solution.
- Add SSIL option (disabled by default), which helps better ground some
objects in the scene.
- Refactor settings code to use ConfigFile instead of manual JSON serialization.
- Reorder settings to feature video settings first, then rendering settings.
- Order settings from least expensive to most expensive.
- Add performance color hints for settings
(green = fast, yellow = average, orange = slow, red = slowest).
- Add volumetric fog and a fake bounce light to the menu.
- Make all setting changes effective in the menu.
- Tweak shadow settings to improve performance and visual consistency.
- Render GI at full-resolution to improve temporal stability when using
FSR2 or TAA. Using upscaling should be preferred instead,
since this demo relies on strong GI effects to look good.
- Improve menu theming using the StyleBoxFlat Skew property.
- Use the `canvas_items` stretch mode to match 3.x demo behavior, which
used the `2d` stretch mode but wasn't ported over by the project converter.
- Only display multiplayer ID in the debug menu if currently online.
- Fix menu not using `experiment.hdr` for reflections as intended.
- Remove unused menu button textures (these were replaced by StyleBoxFlat
in the 4.0 port).
The default level is High, which is equivalent to the previous glow
setting used (bicubic upscaling enabled).
Low keeps glow enabled but disables bicubic upscaling.
Disabled disables glow entirely.
The setting is called "bloom" as it's a more common term in gaming,
even though the Environment parameter is called "glow".